Saturday before last I took a trip to the local store and played in a little three round tournament. I am the normal PG for the store, but as I’d recently had a baby, I hadn’t had a lot of time to play Warmachine, so I was determined to play.

It had been a while since I’d played, and I thought that the I’d built some decent lists. I was going in without Epic Asphyxious because I was sure people would be teching against him, and I thought my chances without him were greater than with him.

I brought the Following lists:

Faction: Cryx Faction: Cryx
Tier 3Tier 0
Goreshade the Cursed +5Pirate Queen Skarre +6
* Kraken19Leviathan9
Bane Thralls (Leader and 9 Grunts) 8Skarlock Thrall 2
* Bane Thrall Officer & Standard0Bane Knights (Leader and 9 Grunts) 10
Bane Thralls (Leader and 9 Grunts)8Bane Thralls (Leader and 9 Grunts)8
* Bane Thrall Officer & Standard3* Bane Thrall Officer & Standard 3
The Withershadow Combine 5Blackbane's Ghost Raiders (Leader and 9 Grunts) 9
Bane Lord Tartarus4Necrosurgeon & 3 Stitch Thralls 2
Necrotech & 1 Scrap Thrall1Satyxis Raiders (Leader and 5 Grunts) 5
Necrotech & 1 Scrap Thrall1* Satyxis Raider Sea Witch2
Pistol Wraith 3Pistol Wraith3
3 Scrap Thrall1Pistol Wraith3
3 Scrap Thrall1
3 Scrap Thrall1

I’d been 11-1 with Epic Goreshade, and Skarre was bringing along Incorporeal to make peoples lives miserable.  The goal was to jam scenarios and flood the field with bodies, making making every choice of the opponent a painful one. Goreshade brought the Kraken for extra phantom hunter goodness, and I was ready to rock and roll.

The field was a tough crowd. There was only 9 of us, but we were all good. Locals Chris, Anthony and Phil had all won tournaments both locally and at nearby conventions. I’d tangled with Jason, Andy and Ryan both before and neither of them were pushovers. I knew that Curtis was a newcomer to the Area, but he’d been playing since the days of yore. The only person that I’d not played against or knew was a fellow I just referred to as Beard.

The Field was thus:
Phil and Me: Cryx
Anthony: Cygnar
Ryan: Mercs
Chris: Protectorate of Menoth
Andy, Curtis, Jason and Beard: Khador.

I knew it was going to be a long day. I’d been fighting Khador a long time, and its not my favorite fight.

I get paired up against Khador in the first round (surprise!) and Its Beard! Turns out his name is Paul. This is cool to me because I like playing against different people, as they tend to have different theories and ways of playing the game. I was stoked, and he had only one list. I figured I’d take Epic Goreshade on his first tour, as I was familiar and confident. Sadly, I’d just picked poorly, as he was playing Vlad. This allowed him to wind wall away my only shooting threat and make me one dimensional, as I’d forgotten to pack an arc node into the list. He also got to choose sides, and due to table setup one of these was in the way of the center of my deployment zone:

Gale Force 9 Badlands Plateau

It was massive, and blocked my everything, but, I felt it was part of the deal with playing the game, so I worked around it. I ended up loosing in part because of it, in part because I forgot how the game worked, and in part because I hate Khador. I did have him kill some 40 Bane thralls, but at the end of the day, the Greylord Outriders he had were more than up for the task. both the Kraken and Goreshade ended up not committing until very late, and that caused me to not gain points nearly fast enough. we were scoring at the same rate until he was able to stop me from scoring on his turn, and he won the game, fare and square.

I entered the losers bracket, and was ok with that. I was fighting for second with about 3 other people. I had take out 47 Army points, and scored 5 control points in the last game so my tiebreakers were awesome.

Instead, Jason crushed my soul at the top of turn 2. I got one turn in and BAM, Sorcha’d.

See, Sorcha ran turn 1 into a defensive position, and I had moved Scarre prematurely up 7 inches from her deployment zone. Turns out, one wind rush + charge + feat later, Skarre was Frozen in place. Eiryss followed, doing what she does, and stripped my 5 FOC camp, and did a damage or two. Winterguard Rocketeers then slid up, bobbing and weaving, and did their job, lobbing rocket into a frozen Skarre until she was little more than quivering flesh chunks. It was significantly disappointing, as I’d not only gotten rolled, I didn’t kill a single model on his side.

I started doing the math about who was playing who, and I realize that unless Curtis loses his match, I was going to get the bye with the worst record in the tournament. So guess what happens? Curtis Wins. I get the bye, and Don’t even end up with the worst record and get my tournament fee back so I can play a later tournament (a bye counts as a win! Yay!)

At the end of the day, I enjoyed getting out and seeing some good friends. I didn’t put up a good show, but I expected that. I have to knock the rust off of 6+ months of not playing competitive Warmachine. Fortunatly, I had friends coming over on the 28th.

Sadly, as you’ll soon read, that didn’t end well for me either!

Having an infant requires most of my time investment, so I haven’t had much time to do a lot of non-sedentary nerding, so i was really pleased to played my first game of Warmachine in months Wednesday before last. I felt rusty and hazzy but it was a very close, very enjoyable game. Having a buddy who also has children come over for the game was a bonus, because he knows the routine. He showed up a bit after 6, and we chatted for a bit about all sorts of topics. I was starved for non-family contact! We set up the table and pulled out the armies to get things rolling.

I hemmed and hawed all week about what I was going to play. It’d been so long I didn’t want to try anything super-complicated. None of my coven lists made me excited to play, and I really was going to make sure my bane knights made it into the list as well. Eventually, a different friend and I hashed out a list that seemed pretty interesting. I didn’t have all the solutions like a tournament level list might, but it had enough.

Iron Lich Asphyxious
-Nightwretch
-Nightmare
-Cankerworm
-Scarlock
Bane Knights (10)
Soulhunters (5)
Withershadow Combine
Tartarus
Darragh Wrathe
Warwitch Siren
Necrotech and Scrap Thrall

Soulhunters are generally derided, but I always enjoy putting them on the table. They fill a similar slot as Satyxis and Blackbanes, running interference until the rest of the army arrives. With the POW on guns being around 10, it takes more than pot shots to drop the arm 15 5 wounds models, but not much more.

This army doesn’t really have a general plan. Its got answers to almost everything, though, so it can almost take all comers. High Def is taken out with Nightmare. Asphyxious and the Cankerworm deal with high armor, Tartarus and Bane Knights deal with Terrain and other uncomfortable positions. Scything Touch and Parasite will swing almost any non-def based combat in my favor. Arc nodes, Darragh, Withershadow and Warwitch Siren providing support just rounds it all out. I figured I’d just react to his game plan, and see what comes up.

He brought out his Rhulic force. Solid, hard, and full of pain.

Gorten Grundback
-Driller
-Grundback Blaster
-Ogrun Bokur
Thor
-Grundback Gunner
-Basher
Brun
-Lug
Hernne and Jon
Rockbottom
Highshield (10)
-UA
Forgeguard (10)

I knew I wasn’t going to get to the juicy center of that rock hard nugget, so I decided to play the scenario game. We rolled up one of the new 2014 scenarios. Into the Breach – It had a single zone, two effigy objectives, and a flag. Dominating the flag gave a single point, the zone was a pair for dominating and a single point for controlling, and if I took out his objective, I’d get a point: 5 to win. I didn’t really know how the game’d play out, but his deployment was a wall of arm 18+ on the flank with the zone, and enough deployed to the flag to keep me honest. I deployed with the soulhunters to the zone flank, the bane knights ready to wander through a building on the flag flank, and the bulk of my forces front and center. Its my general deployment: A central deployment will allow me to adapt to whatever the opponent does. He tries to force one side or the other, and I’ll slide off to the opposite and play cagey. If he goes center, I’ll try and envelop: I almost always have superior numbers as cryx just does infantry well, so envelopment is always a potential.

He took first turn and trundled his dwarves up the field. I find their speed 4 allows me to do more than I’d expect with some of my units, but their having ranged models makes up for it with significant threat projection. I’m worried that he’ll gun down important models, so I’m playing a little cagey. After turn one, I abandon the flag. I’d originally sent Asphyxious that way, but He sent Brun and Lug over, and I don’t think that I really want to commit enough to take them out. The center of the board, however, turns out just as perilous for him, as I was probably within 1/4″ of being slammed by a Basher and into the stand of trees. With no focus. He chose not to go for it, so we will never know, but It was really, really close. After realizing that, I reached out and blew the damned thing off the planet: Parasite + 3 banes will do most models in for the count. I softened it up a little with other models first, but it was off the board. Slamming into the front line with the Soulhuntersat the top of turn two cleared the Zone, and I camped firmly inside it, scoring with Asphyxious who had teleported over to get his toes into the zone, now safe from a removed Basher.

I was up 2-0, but he wasn’t going to make it easy on me. Gorten popped his feat, and slid half half the zones worth of models either out of the zone or into a position that they were easily dispatched. Thankfully, I had Asphyxious safely in the back, because everything else was murdered. He moved about 3″ deep into the zone with enough models to make scoring very difficult. With the turn passed over to me, I had to rely on everything I had to score 3 point by killing the effigy and dominating the zone. I shot the damaged effigy with the Withershadow Combine, did damage to it, but not enough to take it down. That complicated matters as there was an undamaged Gunner and some very frustratingly placed Rhulfolk in the zone to take care of. The way it was all situated, there was a single dwarf behind a solid line of models that I could not easily get to. Tartarus was in range, but thresher would end with that single dwarf, in combat, still contesting, with only ranged/magic attacks to get to him. I had to use Asphyxious to trash the gunner, because no one else was available. He succeeded and used the rest to clear some dwarves, teleport back and lob a hellfire at the Objective, killing it. One point, two to go. Darragh used some strange charge angles and the power of his horse, cleared the angle for Tartarus to charge in and sweep the last few dwarves out of the zone, netting me two points.

It ended the game, but it was nothing representing easy. A lot of rolls had to go my way towards the end there in order to pull it out. and after that, If it all failed, I was going to face an unhurt Gorten, a nearly full unit of Horgenhold, and a driller to the face of Asphyxious. Things were not going to be pretty. It was a fun game, though. My buddy is a great opponent. The rust is starting to come loose, and hopefully I’ll be able to play again, and more often, soon.

So, a while back I posted that I had acquired a box of Bane Knights from a friend, and that he’d gotten the better end of the deal.

I’m not so sure now.

Once I started cleaning the bits and getting them ready for general assembly, I decided that I wanted to do a shield swap. Not really knowing where to start, I headed over to the Privateer Modeling and Painting forums, and asked them what was out there. I got some really cool options, but what really struck me was Scibor Miniatures spartan shields. With my degree in classic history, how could I resist! Now, armed with a shield swap out, I was emboldened. What else was out there? I found, again on Scibors site, Spartan helms. Sure they had heads inside, but I could drill them out, right? I could make them work. Now I was in a bind. I had spartan shields and spartan helms, but the bane lances of the bane knights didn’t fit the theme at all. I needed a good, solid, no frills, spartan spear.

At the same time, I was selling off everything I had left of my GW stuff. Among that lot was a huge bitz bag, some pound and a half of plastic parts. Among those parts were these spears:
Ungor Spears from GW

They seemed perfect! I only had 8 of them, but how hard could it be to get more? I’ve got a post out there on bartertown now with a pair of leads, so here is hoping!

Now I’ve got everything: Spears, Helms and Shields. Time to get to work!

I had to drill out the helms, which was easier than I thought it’d be, but still no simple task. The Scibor resin is extremely soft and I would have been disappointed with it in any other circumstances but having the soft material was useful, as it allowed me to cut the helmet down fairly easily. Once the hole was drilled, I carefully cut out the face using my hobby knife. I then shaved as much as I could out of the helmet, making it as thin as I could, so as to fit on the bane knight heads.

Grabbing one of the Bane Knight skull faces, I tried to stuff it in there.

The head was too big.

I was a little stuck, but like any good, determined nut job, I went with plan B: cut the face off. I’d expected something like this, though not as extreme, and figured out the basics of what I wanted. Cutting the face off was difficult, no lie, but nothing I couldn’t do. Well, except that once face that I had the clippers on backwards, and the face completely shredded.

Sadly, even the face clipped off was to large. I ended clipping the forehead off, both cheekbones, and even some of the eye socket. Whatever it took to get the face to fit in that head. Thankfully, I never needed to take away any of the defining characteristics that made it a face.

I had the face all cut and ready to go, and I shoved it into the Helm. The skull face was a little far back, but I figured that that would work out just fine. I kept trudging forward, drilling holes into heads and cutting off faces. The third one, I managed to get perfect.

Damn it. That meant that I had to go back and do the rest of them correctly. Ah well, the price of a coherent unit!

Once I got the heads drilled out, I had to build necks. I’d completely missed that neither the faces nor the helms contained them after I was done chopping them apart. The necks took some doing, but with proper green stuff blobs, they lifted the heads so that they weren’t sunk into the chests.

With all the heads mounted on the bodies, I did the easy part next: Shields. I clipped off the spike that held on the bane knight original shield, and slapped on the Spartan lambda shields. Done!

this next part was the second trickiest because I’d only done it once on a much larger centurion warjack. I clipped the bane lances off the hands and gingerly drilled through the hands to be able to line up the spear shafts that I had clipped off the Ungor hands.

Once I’d gotten the spear arms ready, it was all over but the posing!

I only got the first set of heads, which allowed me to get the 6 members of the minimum unit finished. Once I get the rest of the spears and heads, I’ll be on track for my Bane Spartans!

Oh, and of course, I have to do nice bases on them, so I just had a friend order the Forgotten Empires bases from Dragonforge. because dead spartans of a forgotten empire make only the most perfect of sense.

I was going to put up this write-up about Wild West Exodus on Thursday, but a friend of mine convinced me that the Goreshade and Bane Cavalry one was better timed. Thankfully he did that because I found something today that makes this post a lot easier to write, though a little more depressing.

behold: The WWX Quickstart Rules.

This is the craziest quickstart document I’ve ever encountered. It is 8 pages of insane rules gibberish and tons of exceptions and special rules. Its not quick or a start.

My Journey through the WWX landscape is a sad trail. It was the first kickstarter I’d found all on my own, looking for miniatures games too stretch my budget a little farther. I happened across this strange-looking Wild West science-fictiony game. It had some really cool concept art and basic Miniatures. It was alternate earth, which had worked well for Malifaux, and the factions were intriguing.
The Outlaws, Lead by Jesse James
The Union, Lead by General Grant
The Enlightened, Lead by Dr. Carpathian
The Warrior Nations, Lead By Sitting Bull.

Each had their own take on the world, some more unique than others. the Outlaws were pretty standard, as was the Union. The Warrior Nations were an amalgamation of all the Native American Tribes. The Enlightened, however, threw me off. They are a strange amalgamation of Undead and technology that seemed a little off. Maybe its just the way that it clashes so starkly with the other three factions. Each of those are their own take on something in the world, while Carpathian and the Enlightened are from Left-center.
Anyway. I was happy with three of the four, so I moved forward with trying to spread the word. Maybe someone else will get into it with me.
I had no such luck. I did get 3 other people to jump in, and I was pretty stoked that maybe I’d get some games in once the rules came out. The models were cool, and I had hope for the game.

The of the Warrior Nation just called to me, Starting with this bad boy

Geronimo. Add to that Werewolf Sitting Bull, Wereeagle Sky Spirit, a giant Goddamned Elk. All the warrior nations to that point were a ton of fun, and As each new model was unlocked, more cool things showed up, including the new factions: Confederacy, Lawmen, El Ejercito Dorado, and Holy Order, Heavy support, Cavalry/Light support. Tons of cool looking models and neat ideas.

But, for every four good ideas, they had a terrible Idea. A giant $100 train that is not a model in the game, but has some part in scenarios, Mercenaries inspired by Firefly, Ladies models that cater to lonely men, and Weapon carts pushed around by bulky Indians.

The biggest problem I had, though, was the structure of the Pledge levels. It seemed designed to make you pledge much more than you’d like just to get what you wanted. Its different from the structure you normally see, the entices you to go bigger. This specific setup gives you more things, but they are generally more things you Don’t want in order to get what you do. there wasn’t a single pledge level that tried to steal you to one full faction, they all added more and more factions. It was… frustrating.

So, I was looking forward to the beta test rules to come out, but there was some trepidation: They would only come out once the pledges were finalized and the Kickstarter ended. In retrospect, I’ll not back anything that I can’t see the rules of first. It would have changed a lot of what I have done since then.

Because the rules were awful. The beta rules came out with some giant, gaping holes. Stats are difficult to comprehend and read, some abilities made no sense on the models they were on, and balance was completely shot through. It was so easy to tell that this game was built with fun cinematic battles in mind, and that the best way to play would definitely be casual, club or home tables. However, With every pledge came a free ticket to the AZ based Duelcon and entry into their first tournament to be held. They clearly had aspirations to be a balanced, tournament worthy game that held a candle to the big tournaments of other games. However, their scenarios were terrible. I don’t mean bad or sloppy. They were just awful. Deployment and initiative favored one player over the other, and placement of terrain was part of the game. I don’t know if any of you went through the point in minis games where you thought placement of terrain was part of the game, but its terrible. I gave some serious feedback. However, no lie, the responses were overwhelmingly negative. Many people expressed anger at the tournament and balance crowd, while the balance crowd was very frustrated with the “but its fun” crowd. It was among the worst forum experiences I have ever had, and it was very divisive and overwhelmingly negative. The final nail, though, was the final rules set. Very little was changed from the original setup, regardless of discussion or debate, no matter how reasonable. The biggest and most important change, though, was not a change. There was a very specific rule, and I can recall the details fairly clearly.

There was a rule that penalized characters that are good in combat for being in combat. Each turn, a model can make as many melee attacks in a Fight Action as their Strikes stat. So,Geronimo, Warrior Nation Boss has a Strikes of 4. He can make 4 melee attacks in a given round. Sounds awesome! However, The rule in question reduced the amount of strikes he could make in combat by the amount of people he was in melee with -1, to a minimum of 1. This rule absurdly penalizes characters who have the sole purpose of being in melee, for being in melee, while also not penalizing characters who are bad at melee. This was discussed very vehemently, and almost the whole of the community thought it was lame and made no sense. Outlaw miniatures response was overwhelmingly terrible: They put a call out in the next set of rules specifically stating why this rule was not terrible. No one was convinced and it was, by far, the strongest reason for me abandoning the game forum and escaping to a miniatures games that seemed good.

Fortunatly, the Outnumbered rule does not seem to be on the quickstart rules. This is a start in the correct direction. However, for every move forward they seem to move another step back.

Included in the rules are such strange, esoteric rules like:
Armor: -When a model is hit, it must make an Armor Roll. Roll a D10 and add the target’s Armor Stat to the roll. Then subtract from this total the Power of the weapon. A negative result means that your Armor has failed to stop the attack and the model has suffered Damage. Mark one Lifeblood box on the target’s card for each point of Damage suffered. When a model has its last remaining Lifeblood box marked, it is removed from the table as a casualty.

D10 + Armor – Weapon’s Power = Damage

Example 1: An Outlaw with Armor 1 is hit by a Union Soldier’s Blaster Pistol (Power 8). The Outlaw player rolls a D10 and gets a 4. Added
to its Armor 1, he gets a total of 5. Subtracting the 8 points of the weapon’s Power, you get a negative -3. This means that the Outlaw takes
3 Lifeblood damage from the hit.

This is insanely ridiculous. Negative number are confusing and foreign to the way a game should be. especially because the solution is so easy: Power -(Arm + roll) = Damage, expressed as a positive number. Example one can be so simply rewritten.

An Outlaw with Armor 1 is hit by a Union Soldier’s Blaster Pistol (Power 8). The Outlaw player rolls a D10 and gets a 4. Added
to its Armor 1, he gets a total of 5. Subtracting that from the 8 points of the weapon’s Power, you get 3. This means that the Outlaw takes
3 Lifeblood damage from the hit.

The only words I changed were in bold.

The final issue I am going to go into here is that bonuses and penalties are expressed in relation to the stat referenced. Because the stats are better when they are lower, (you want to roll over the number listed) the bonus and penalties are reversed. a +1 is bad, and a -1 is good. This could have easily been changed to be shown as a penalty or bonus to the roll itself, to better align the game with player expectations. Its complex for complexities sake, and really could have been done better, cleaner, and been a great game.

There are tons more stories about rules that were dumb or weird or didn’t make any sense, but I’ll let you imagine what was going on.

Fast Forward to recently, and I am starting to get excited about the models, as they are finally getting ready to ship. The container is in customs, getting pulled and checked, and we have simple weeks to wait. We get the update on kickstarter and it has a bonus surprise, a glimpse at the next Boss we can expect to have in December:

I’m pretty sure that the middle snippet is of a werecat of some sort, and to me, it struck my excitement level back up to 11. I could have a werecat leading my Warrior nation army around. There could only be glory!
But then, a day later, I found the link to the quickstart rules, and all hope was lost, again.

I’ll get a review of the models once I get them all in, and Hopefully I can send some of them off to someone who will really enjoy the game, while I paint up a cool set of Warrior Nation models to sit on a shelf somewhere.

This is the longest post I’ve written, and I’m sad that its negative. Thanks for Hanging in there!

It has been a hard year for Cryx players. The best caster in the game, Asphyxious II, has been justifiably nerfed twice. Though its needed, it does not sting any less. Adding on top o that, we’ve not seen a new release in probably 12 months. I know: Hard is relative. However, we are starting to get some cool information coming through about what we will be in Vengance. Its been a trickle, but I’ll take it, and its hopefully going to come faster as Vengeance nears.

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Earlier this year I signed up for Project Orange Crush Hunger. The concept is for the community to volunteer to paint models of a given army in an orange theme of each painters choice, and then once the army is finished, its raffled off. The proceeds of the raffle go to hunger relief in conjunction with the years Foodmachine efforts. This, the third year, they’ve chosen to do an orange Convergence army.

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Earlier this year I signed up for Project Orange Crush Hunger. The concept is for the community to volunteer to paint models of a given army in an orange theme of each painters choice, and then once the army is finished, its raffled off. The proceeds of the raffle go to hunger relief in conjunction with the years Foodmachine efforts. This, the third year, they’ve chosen to do an orange Convergence army.

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The Malifaux Wave 2 beta has been running for about three weeks now. It was just updated today, as a matter of fact. The latest document is located here.
I’ve really been impressed, as I have said before, with the way Wyrd has really stepped up their game with this second edition. The first test-play of book 1 was very solid. It contained some new models, and moved some models around from other books to the First book, but otherwise was a simple redo of the rules and the first set of masters they created. It swung heavy from time to time, with some masters needing heavy tweaks or multiple passes, but was mostly just excellent play test feedback.

This second wave seems much more restrained. They seem to have learned from the first test and have really honed in on the models and what they want to do with them in each instance. They’ve been able to take the concept that they had in 1e and make it both playable and storydriven in 2e. There are small discrepancies here and there as any good game will have, but the overall effect has been very positive. I’ve been focusing on Guild, and only today did they get a really solid pass, with Hoffman being tooled around quite a bit. This pleases me, as I am starting to see what I am going to pick up with the pile of cash I made off my last little bit of GW stuff I had before I moved.

I mentioned before I am going to now have a McMourning Crew, but I am also really pleased for the McCabe crew as well. This wave of the test fills out the models I wanted to use with McMourning, and gives me McCabe.

I’m going to be able to field a pretty cool crew of Guild Guard now under McMourning, with Drill Sergeant Daschell, Hounds, Riflemen, Guardsmen, Trappers, and one of my favorite models, the Guild Guard Captain. They each layer buffs on each other, and can remove paralyze, which is one of the downsides to McMournings Nurses he likes to have come along. I’ve really got a cool theme for them I am going to put together somehow, and when they hit the field, its gonna be fun!
Well, at least after the first few times of me learning how they freaking work. I have a mind of Iron. It takes forever to scribe anything into it, but once its there, its there forever!

Sadly, I’ve been unable to really play the game due to my daughter being born, but its worth the trade off. I’ll sit on the sides, patiently reading updates about what and how the game is changing right before my very eyes.

This extended play test has given me much more hope about what the future hold for Wyrd. they say this will last three months, so maybe I can get a game or two in before it ends, but who knows.

Reaper is at it again.

Their bones miniatures, which are really good, are back on Kickstarter. This brings me both joy and sadness. I like the idea of getting some more models, but do the really need another Kickstarter?

I like the concept of Kickstarter. It is a unique way of getting direct to user funding, breaking the traditional model of investment funding. Why should any concept be tied to the stodgy tried and true concepts others have tried? Investors are notoriously closefisted with their money and generally unwilling to jump for new ideas. I like that it gets novel ideas into a marketplace that has the ability to bring creators and individual funders together. Direct funding is really inspiring and I think its use for expanding the genres that a tenured company can venture into, reaching sideways, can be a boon. I even think its really great for companies going to novel production methods that test the tried and true bedrock.

There are some exceptions, though. I’m not fond of big companies plumbing Kickstarter for their basic tenants. Certainly, if other funding avenues are not available, then I’m OK with it. But I really object to seeing large name companies pitching the same type of product they would have been able to sell normally to Kickstarter. I’m also opposed to something I’ve seen come more and more: rapid-fire Kickstarters. I don’t think Kickstarter should be used a your basic business model and before putting another project up, you should definitely deliver on the first.

So, its with mixed feelings that I have signed up for Bones II. I have backed the original Bones Kickstarter, Warmachine: Tactics, Wild West Exodus, and Relic Knights, and I have had different results from each one. Relic Knights is still not at my door, Wild West Exodus is currently on the block to be sold, and Warmachine: Tactics has just finished up. Bones did me right, though. It delivered my products a little late, but they were all in there. A Kickstarter success, my first!

So when I heard the about Bones II, I was excited. The bones models I got were fantastic if a little bendy but the value was enormous, and I felt that I was helping Reaper achieve what it couldn’t do without my help: make the bones line a success quickly. It would be a kickstart to their bones line allowing them to get deeper into production. but then they put up Bones II, and the more I thought about it, this second incarnation had me more than a little torn. while there are some fantastic sculpts that are coming to the bones line, I feel that going back to Kickstarter is a little disingenuous. Isn’t this what we did for you the first time? Weren’t you supposed to move forward with your line once we got you… Kickstarted?

I’ve pledged in, but only to see what type of models they’ll release, and maybe get some extras. The real hook for me the first go round was the piles of giants I could get. Oh, and that I would never need another hero model again. 240 some models for $100 was pretty phenomenal. This next one, with about 14 days left, is sitting around 135 models. Its just not as thrilling. The addons are pretty neat, but only in a conceptual manner. The hill giants are really the only ones I have a powerful desire for.

We will see how it all pans out, but I am really hoping that they get a little more strength before the end so that I can feel good about my money going to them. Its going to need a lot more than a few cool models this time.

On the last Sunday of September, I played a pair of games with Lord Exhumator Scaverous

He worked alright. That actually surprised me as I was 2-7 with that giant bastard. I’m not sure that list would have worked in a tournament, but it was definitely fun. It also had some glaring weaknesses that I only discovered once I played the list. Lets get into it.

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